knuxfan24 / sonic-06-stage-editing-archive Goto Github PK
View Code? Open in Web Editor NEWA collection of object templates, notes and tools regarding stage editing for Sonic '06.
A collection of object templates, notes and tools regarding stage editing for Sonic '06.
A lot of templates need models to be more usable, this should be done by exporting the original XNO to DAE, scaling it down to 1% of the size, remove the Vertex Colours (for certain models which use them in a non standard way for extra detail), renaming the materials to not have .xno in them and then converting them to a Generations Model using the Model Converter in Skyth's Tool pack.
Some objects (such as enemies and physics props) will need multiple models depending on the parameter type, and others (such as the player_goal object) may benefit from a frame of an animation to make it easier to visualise the actual object position.
While not all of the internal names are useful (things like 'content' are REALLY vague), knowing these may help fill things out, cross reference the templates values and types with the names and see if we can figure out (roughly) what things do.
All the internal attribute names and the objects that I believe they correspond to can be found here: https://drive.google.com/open?id=1KBc5mdibaqX9KqOxPjQZQTtqsEoESSaU
As in, guides for how to set up stage imports rather than just GLVL stuff.
I know the process, but actually writing it down is... Yeah. A thing.
AKA: Stop being lazy Knux.
AKA: Trial & Error changing parameters until we understand them.
The templates all have no default values (except for uint32 values) or descriptions for any parameters. The parameter names are also ripped straight from the .prop files in game.arc, so some are very vague.
Manually edit the templates to fill in this information.
Also define model references, give object descriptions and preview boxes (for volumes)
Valid entity names for the Object Physics object seem to be contained inside Common.bin in object.arc, however, this format makes no sense to me.
So we'll either need the format understood to make an accurate list or just brute force it and test every entry in the string table, which would be a very long and tedious task.
Basically, get the name of the model the template needs & just slap it on there.
We seem to be reading the file incorrectly in Marathon, as the list I made turned out to be incomplete.
Need to look through PathObj.bin and pick out the missing entries and their models.
The code behind it is messy, as it was initially built to help me poke at things, could probably do with being rewritten (again) and open sourced.
Actually document the process of importing a stage, be it original or from '06 itself. As only a few of us know how to do it reliably, limiting this archive's usefulness.
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